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Posted

hi, i created a custom modeled block with a tileentityspecialrenderer, tileentity, IItemRenderer and a Block file.

now when i go too far from this block, it stop being rendered, and, of course, it renders again when i back.

 

I want this block to have a normal rendering distance like other blocks

Actually i don't know what to write in this signature soooo.... anyway

Posted

Try override and increse this in your TE:

    @SideOnly(Side.CLIENT)
    public double getMaxRenderDistanceSquared()
    {
        return 4096.0D;
    }

mnn.getNativeLang() != English

If I helped you please click on the "thank you" button.

Posted
  On 10/9/2013 at 4:43 PM, mnn said:

Try override and increse this in your TE:

    @SideOnly(Side.CLIENT)
    public double getMaxRenderDistanceSquared()
    {
        return 4096.0D;
    }

 

Thank you, but is there a way to change 4096.0D to the dynamic "Max Rendering Distance" Setting value?

Actually i don't know what to write in this signature soooo.... anyway

Posted

I would guess the render distance can be obtained from that (but I didn't test it, you have to try it on your own):

FMLClientHandler.instance().getClient().gameSettings.renderDistance

mnn.getNativeLang() != English

If I helped you please click on the "thank you" button.

Posted
  On 10/9/2013 at 8:33 PM, mnn said:

I would guess the render distance can be obtained from that (but I didn't test it, you have to try it on your own):

FMLClientHandler.instance().getClient().gameSettings.renderDistance

 

i did it and now the object doesn't render, i can see only the box

Actually i don't know what to write in this signature soooo.... anyway

Posted
  On 10/9/2013 at 8:33 PM, mnn said:

I would guess the render distance can be obtained from that (but I didn't test it, you have to try it on your own):

FMLClientHandler.instance().getClient().gameSettings.renderDistance

 

Ok i got something

 

the int renderdistance may be 1, 2, 3... and each number indicates the render distances (normal, small, tiny....)

 

so

 

public double getMaxRenderDistanceSquared()

    {

if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 1)

{return WHATEVER;}

else if....

    }

 

so now to make it right i have to replace WHATEVER with the correct render distance value for each option.... the problem is, what are those values?

Actually i don't know what to write in this signature soooo.... anyway

Posted

Chunks get rendered up to (64 << (3 - renderDistance)) or 400 blocks, whatever is bigger, far. The far clipping plane (which "cuts off" the rendering) is at (256 >> renderDistance) meters (blocks) in the direction your camera is pointing at.

ItemBlock is not a Block

ItemStack is not an Item

Damage value is not metadata

 

Stop confusing them.

Posted
  On 10/10/2013 at 3:57 PM, Akjosch said:

Chunks get rendered up to (64 << (3 - renderDistance)) or 400 blocks, whatever is bigger, far. The far clipping plane (which "cuts off" the rendering) is at (256 >> renderDistance) meters (blocks) in the direction your camera is pointing at.

 

Do you know if is there a way to render a block like mine like any other blocks in a chunk (like Piston block does)?

I mean, rendering it as a block and not like an entity

 

anyway i found this code perfect:

 

public double getMaxRenderDistanceSquared()
    {
	if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 0)
	{return 30000;}
	else if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 1)
	{return 15900;}
	else if (FMLClientHandler.instance().getClient().gameSettings.renderDistance == 2)
	{return 4000;}
	else return 3000;
    }

Actually i don't know what to write in this signature soooo.... anyway

Posted

Hi

 

You only need to use a TileEntity if you're trying to store more information that you can fit into the Block metadata (16 values).  There's no need to use TileEntity if you're just wanting to make a block which looks different. 

Even if you need to use TileEntity for storing extra data, you can usually still render using the Block rendering code only (for example see BlockFurnace.)

The only trick is if your custom block has an animation (eg opening the lid like a chest) - then Block Rendering won't help because the Block rendering code only gets called when the block or its metadata are updated.

 

These pages go into a fair bit more detail which might help:

http://greyminecraftcoder.blogspot.com.au/2013/07/block-rendering.html

http://greyminecraftcoder.blogspot.com.au/2013/09/sample-code-for-rendering-items.html  (has example of ISimpleBlockRenderingHandler).

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

 

-TGG

Posted
  On 10/10/2013 at 10:43 PM, TheGreyGhost said:

Hi

 

You only need to use a TileEntity if you're trying to store more information that you can fit into the Block metadata (16 values).  There's no need to use TileEntity if you're just wanting to make a block which looks different. 

Even if you need to use TileEntity for storing extra data, you can usually still render using the Block rendering code only (for example see BlockFurnace.)

The only trick is if your custom block has an animation (eg opening the lid like a chest) - then Block Rendering won't help because the Block rendering code only gets called when the block or its metadata are updated.

 

These pages go into a fair bit more detail which might help:

http://greyminecraftcoder.blogspot.com.au/2013/07/block-rendering.html

http://greyminecraftcoder.blogspot.com.au/2013/09/sample-code-for-rendering-items.html  (has example of ISimpleBlockRenderingHandler).

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

 

-TGG

 

how could I render my block (wich has a custom model) without the tileentity?

how should i change this code (i of course have to keep tileeentityspecialrenderer)

 

GlaciaColumn = new BlockGlaciaColumn(224 ,net.minecraft.src.TileEntityGlaciaColumn.class).setResistance(0.5F).setStepSound(Block.soundGrassFootstep).setUnlocalizedName("Column").setHardness(0.5f);
RenderGlaciaColumn ENTColumn = new RenderGlaciaColumn();
ModLoader.registerTileEntity(net.minecraft.src.TileEntityGlaciaColumn.class, "TileEntityGlaciaColumn",ENTColumn);
MinecraftForgeClient.registerItemRenderer(GlaciaColumn.blockID, new RenderItemGlaciaColumn());

 

PS: if i use my custom model and GL11 in a render that implements ISimpleBlockRenderingHandler, how could i bind a texture to it?

Actually i don't know what to write in this signature soooo.... anyway

Posted

You bind texture with gl11 just like you would for any gui or other bind texture call.

A gui texture 1.6 google search should give you the code line as I cant recall it atm.

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted
  On 10/11/2013 at 7:16 AM, Mazetar said:

You bind texture with gl11 just like you would for any gui or other bind texture call.

A gui texture 1.6 google search should give you the code line as I cant recall it atm.

 

i'm a little confused now  ???

Actually i don't know what to write in this signature soooo.... anyway

Posted

From memory I think it's like this:

GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture(texture));

 

With texture being a ResourceLocation

 

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted

He means you can simply use GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID) with textureID being an integer with the (OpenGL-internal) texture number, usually from GL11.glGenTextures(), which you previously assigned some image data to via GL11.glTexImage2D(), GL11.GL11.glTexSubImage2D() or similar methods.

 

If you have the textures referenced as Minecraft's ResourceLocation though (and you should), it can do all of it for you "automagically" by simply calling Minecraft.getMinecraft().renderEngine.bindTexture(textureResourceLocation).

 

ItemBlock is not a Block

ItemStack is not an Item

Damage value is not metadata

 

Stop confusing them.

Posted
  On 10/11/2013 at 8:07 AM, Akjosch said:

He means you can simply use GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID) with textureID being an integer with the (OpenGL-internal) texture number, usually from GL11.glGenTextures(), which you previously assigned some image data to via GL11.glTexImage2D(), GL11.GL11.glTexSubImage2D() or similar methods.

 

If you have the textures referenced as Minecraft's ResourceLocation though (and you should), it can do all of it for you "automagically" by simply calling Minecraft.getMinecraft().renderEngine.bindTexture(textureResourceLocation).

 

ok i really need an example....

let's suppose my texture is "assets/minecraft/textures/entity/MYTEXTURE.png"

how should the whole code wich assigns the texture to the model (created with techne) look like?

Actually i don't know what to write in this signature soooo.... anyway

Posted
  On 10/11/2013 at 8:32 AM, Alesimula said:

  Quote

He means you can simply use GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID) with textureID being an integer with the (OpenGL-internal) texture number, usually from GL11.glGenTextures(), which you previously assigned some image data to via GL11.glTexImage2D(), GL11.GL11.glTexSubImage2D() or similar methods.

 

If you have the textures referenced as Minecraft's ResourceLocation though (and you should), it can do all of it for you "automagically" by simply calling Minecraft.getMinecraft().renderEngine.bindTexture(textureResourceLocation).

 

ok i really need an example....

let's suppose my texture is "assets/minecraft/textures/entity/MYTEXTURE.png"

 

DON'T.

 

Mod resources go into "assets/(modID, lower case)" and no-where else.

 

In other words, this should be "assets/modid/textures/entity/MYTEXTURE.png"

 

  Quote

how should the whole code wich assigns the texture to the model (created with techne) look like?

 

In your entity renderer (extends one of the sub-classes of net.minecraft.classes.renderer.entity.Render):

 

  private static final ResourceLocation texture = new ResourceLocation("modid", "textures/entity/MYTEXTURE.png");

  @Override
  protected ResourceLocation getEntityTexture(Entity entity)
  {
    return texture;
  }

 

That's it. It gets automatically called for entities which use that (for example by RenderLiving.renderModel() if you extend RenderLiving). If you want to implement your own doRender(Entity entity, double posX, double posY, double posZ, float yaw, float partialTickTime) method, that's how you bind it and then call the model to render:

 

  bindEntityTexture(entity);
  renderLivingAt(entity, posX, posY, posZ); // or use GL11.glTranslatef() yourself
  /* Remember to rotate the entity properly if needed, via GL11.glRotatef()
     or the helper function rotateCorpse() if you're rendering a living */
  /* Calculate the other animation-related values for the next call */
  mainModel.render(entity, limbSwingTime, limbSwingMaxDist, entity.ticksExisted + partialTickTime, headRotY, headRotX, scale);

 

ItemBlock is not a Block

ItemStack is not an Item

Damage value is not metadata

 

Stop confusing them.

Posted
  On 10/11/2013 at 9:42 AM, Akjosch said:

  Quote

  Quote

He means you can simply use GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID) with textureID being an integer with the (OpenGL-internal) texture number, usually from GL11.glGenTextures(), which you previously assigned some image data to via GL11.glTexImage2D(), GL11.GL11.glTexSubImage2D() or similar methods.

 

If you have the textures referenced as Minecraft's ResourceLocation though (and you should), it can do all of it for you "automagically" by simply calling Minecraft.getMinecraft().renderEngine.bindTexture(textureResourceLocation).

 

ok i really need an example....

let's suppose my texture is "assets/minecraft/textures/entity/MYTEXTURE.png"

 

DON'T.

 

Mod resources go into "assets/(modID, lower case)" and no-where else.

 

In other words, this should be "assets/modid/textures/entity/MYTEXTURE.png"

 

  Quote

how should the whole code wich assigns the texture to the model (created with techne) look like?

 

In your entity renderer (extends one of the sub-classes of net.minecraft.classes.renderer.entity.Render):

 

  private static final ResourceLocation texture = new ResourceLocation("modid", "textures/entity/MYTEXTURE.png");

  @Override
  protected ResourceLocation getEntityTexture(Entity entity)
  {
    return texture;
  }

 

That's it. It gets automatically called for entities which use that (for example by RenderLiving.renderModel() if you extend RenderLiving). If you want to implement your own doRender(Entity entity, double posX, double posY, double posZ, float yaw, float partialTickTime) method, that's how you bind it and then call the model to render:

 

  bindEntityTexture(entity);
  renderLivingAt(entity, posX, posY, posZ); // or use GL11.glTranslatef() yourself
  /* Remember to rotate the entity properly if needed, via GL11.glRotatef()
     or the helper function rotateCorpse() if you're rendering a living */
  /* Calculate the other animation-related values for the next call */
  mainModel.render(entity, limbSwingTime, limbSwingMaxDist, entity.ticksExisted + partialTickTime, headRotY, headRotX, scale);

 

I'm trying to render a custom modeled block, not an'entity

Actually i don't know what to write in this signature soooo.... anyway

Posted

What is meant for you above is that the correct way which I couldn't recall while at work was this:

ResourceLocation texture = new ResourceLocation("modid", "textures/block/MYTEXTURE.png");

Minecraft.getMinecraft().renderEngine.bindTexture(texture ).

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted
  On 10/11/2013 at 11:55 AM, Mazetar said:

What is meant for you above is that the correct way which I couldn't recall while at work was this:

ResourceLocation texture = new ResourceLocation("modid", "textures/block/MYTEXTURE.png");

Minecraft.getMinecraft().renderEngine.bindTexture(texture ).

 

anyway i can't do this with modelWHATEVER and GL11, strangely, the block doesn't render.

i'll do it with tessellator, but i dunno how to take only a part of texture to assign to a specific face

 

es: in texturewhatever.png i want to assign the texture that goes from pixel(12,3) to pixel(23,5)

and how to assign different texture parts to any tessellactor face

Actually i don't know what to write in this signature soooo.... anyway

Posted
  On 10/11/2013 at 12:49 PM, TheGreyGhost said:

 

A little forewarning.  The tessellator is very difficult to work with.

When I was working on rail bridges (can't find any pictures) I spent probably 4 hours individually drawing planes with the tessellator to get it to look right.  I kept getting them backwards, or in the wrong place, even twisted on a few occasions.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 10/11/2013 at 1:56 PM, Draco18s said:

  Quote

 

A little forewarning.  The tessellator is very difficult to work with.

When I was working on rail bridges (can't find any pictures) I spent probably 4 hours individually drawing planes with the tessellator to get it to look right.  I kept getting them backwards, or in the wrong place, even twisted on a few occasions.

 

I tried it out, it doesn't seem too difficult, just a bit time expensive

 

No... very time expensive, my block have 4 shapes based on its metadata  ;D

Actually i don't know what to write in this signature soooo.... anyway

Posted
  On 10/11/2013 at 1:56 PM, Draco18s said:

  Quote

 

A little forewarning.  The tessellator is very difficult to work with.

When I was working on rail bridges (can't find any pictures) I spent probably 4 hours individually drawing planes with the tessellator to get it to look right.  I kept getting them backwards, or in the wrong place, even twisted on a few occasions.

 

So you have experience with tessellator... could you help me i have another problem, the block, when destroyng, doesn't show the destroying animation and it only glows

more details and codes in the other topic:

http://www.minecraftforge.net/forum/index.php/topic,13032.0.html

Actually i don't know what to write in this signature soooo.... anyway

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--------------------------------------------------------------------------------------- -- System Details -- Details:     Minecraft Version: 1.20.1     Minecraft Version ID: 1.20.1     Operating System: Windows 11 (amd64) version 10.0     Java Version: 17.0.15, Microsoft     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft     Memory: 1019055976 bytes (971 MiB) / 3053453312 bytes (2912 MiB) up to 6442450944 bytes (6144 MiB)     CPUs: 6     Processor Vendor: GenuineIntel     Processor Name: Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz     Identifier: Intel64 Family 6 Model 158 Stepping 10     Microarchitecture: Coffee Lake     Frequency (GHz): 2.90     Number of physical packages: 1     Number of physical CPUs: 6     Number of logical CPUs: 6     Graphics card #0 name: NVIDIA GeForce GTX 1660 SUPER     Graphics card #0 vendor: NVIDIA (0x10de)     Graphics card #0 VRAM (MB): 4095.00     Graphics card #0 deviceId: 0x21c4     Graphics card #0 versionInfo: DriverVersion=32.0.15.6094     Memory slot #0 capacity (MB): 16384.00     Memory slot #0 clockSpeed (GHz): 2.67     Memory slot #0 type: DDR4     Virtual memory max (MB): 32710.42     Virtual memory used (MB): 15221.58     Swap memory total (MB): 16384.00     Swap memory used (MB): 80.33     JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx6G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M     Server Running: true     Player Count: 0 / 8; []     Data Packs: vanilla, mod:creatingspace (incompatible), mod:bellsandwhistles, mod:geckolib, mod:playeranimator (incompatible), mod:copycats (incompatible), mod:jei, mod:caelus (incompatible), mod:xaeroworldmap (incompatible), mod:more_enchantments, mod:yungsapi, mod:mixinextras (incompatible), mod:glitchcore (incompatible), mod:mekanismexplosives, mod:simpleplanes (incompatible), mod:railways, mod:terralith, mod:vscontrolcraft, mod:cloth_config (incompatible), mod:forge, mod:moderntrainparts (incompatible), mod:create_connected, mod:tectonic (incompatible), mod:vs_hyperdrive, mod:farmersdelight, mod:terrablender, mod:biomesoplenty, mod:mixinsquared (incompatible), mod:jade (incompatible), mod:philipsruins (incompatible), mod:kotlinforforge (incompatible), mod:easy_villagers, mod:curios (incompatible), mod:mekanism, mod:mekaweapons (incompatible), mod:mekanismgenerators, mod:flywheel, mod:create, mod:xaerominimap (incompatible), mod:irons_spellbooks, mod:framedblocks, mod:jei_mekanism_multiblocks (incompatible), mod:mekanismtools, mod:mvs (incompatible), mod:deeperdarker, mod:architectury (incompatible), mod:valkyrien_ship_schematics (incompatible), mod:computercraft, mod:betterendisland, mod:fallingtree (incompatible), mod:valkyrienskies (incompatible), mod:vs_tournament, mod:vs_eureka (incompatible), mod:cc_vs (incompatible), mod:createaddition (incompatible), mod:essential (incompatible), tectonic/terratonic     Enabled Feature Flags: minecraft:vanilla     World Generation: Stable     Type: Integrated Server (map_client.txt)     Is Modded: Definitely; Client brand changed to 'forge'; Server brand changed to 'forge'     Launched Version: 1.20.1-forge-47.4.0     ModLauncher: 10.0.9+10.0.9+main.dcd20f30     ModLauncher launch target: forgeclient     ModLauncher naming: srg     ModLauncher services:          mixin-0.8.5.jar mixin PLUGINSERVICE          eventbus-6.0.5.jar eventbus PLUGINSERVICE          fmlloader-1.20.1-47.4.0.jar slf4jfixer PLUGINSERVICE          fmlloader-1.20.1-47.4.0.jar object_holder_definalize PLUGINSERVICE          fmlloader-1.20.1-47.4.0.jar runtime_enum_extender PLUGINSERVICE          fmlloader-1.20.1-47.4.0.jar capability_token_subclass PLUGINSERVICE          accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE          fmlloader-1.20.1-47.4.0.jar runtimedistcleaner PLUGINSERVICE          modlauncher-10.0.9.jar mixin TRANSFORMATIONSERVICE          modlauncher-10.0.9.jar essential-loader TRANSFORMATIONSERVICE          modlauncher-10.0.9.jar fml TRANSFORMATIONSERVICE      FML Language Providers:          minecraft@1.0         kotlinforforge@4.11.0         javafml@null         lowcodefml@null     Mod List:          creatingspace-1.20.1_1.7.7.jar                    |Creating Space                |creatingspace                 |1.20.1_1.7.7        |DONE      |Manifest: NOSIGNATURE         bellsandwhistles-0.4.3-1.20.x.jar                 |Create: Bells & Whistles      |bellsandwhistles              |0.4.3-1.20.x        |DONE      |Manifest: NOSIGNATURE         geckolib-forge-1.20.1-4.7.3.jar                   |GeckoLib 4                    |geckolib                      |4.7.3               |DONE      |Manifest: NOSIGNATURE         player-animation-lib-forge-1.0.2-rc1+1.20.jar     |Player Animator               |playeranimator                |1.0.2-rc1+1.20      |DONE      |Manifest: NOSIGNATURE         copycats-2.1.4+mc.1.20.1-forge.jar                |Create: Copycats+             |copycats                      |2.1.4+mc.1.20.1-forg|DONE      |Manifest: NOSIGNATURE         jei-1.20.1-forge-15.20.0.112.jar                  |Just Enough Items             |jei                           |15.20.0.112         |DONE      |Manifest: NOSIGNATURE         caelus-forge-3.1.0+1.20.jar                       |Caelus API                    |caelus                        |3.1.0+1.20          |DONE      |Manifest: NOSIGNATURE         XaerosWorldMap_1.39.9_Forge_1.20.jar              |Xaero's World Map             |xaeroworldmap                 |1.39.9              |DONE      |Manifest: NOSIGNATURE         MoreEnchantments_MC_1.20.1_Vers.1.4.3.jar         |More Enchantments             |more_enchantments             |1.4.3               |DONE      |Manifest: NOSIGNATURE         YungsApi-1.20-Forge-4.0.6.jar                     |YUNG's API                    |yungsapi                      |1.20-Forge-4.0.6    |DONE      |Manifest: NOSIGNATURE         mixinextras-forge-0.4.1.jar                       |MixinExtras                   |mixinextras                   |0.4.1               |DONE      |Manifest: NOSIGNATURE         GlitchCore-forge-1.20.1-0.0.1.1.jar               |GlitchCore                    |glitchcore                    |0.0.1.1             |DONE      |Manifest: NOSIGNATURE         MekanismExplosives-1.20.1-0.3.5.jar               |Mekanism Explosives           |mekanismexplosives            |1.0.0               |DONE      |Manifest: NOSIGNATURE         simpleplanes-1.20.1-5.3.3.jar                     |Simple Planes                 |simpleplanes                  |1.20.1-5.3.3        |DONE      |Manifest: NOSIGNATURE         Steam_Rails-1.6.4+forge-mc1.20.1.jar              |Create: Steam 'n' Rails       |railways                      |1.6.4+forge-mc1.20.1|DONE      |Manifest: NOSIGNATURE         Terralith_1.20.x_v2.5.4.jar                       |Terralith                     |terralith                     |2.5.4               |DONE      |Manifest: NOSIGNATURE         Control Craft Forge-1.20.1-2.3.4-all.jar          |Control Craft                 |vscontrolcraft                |2.3.4               |DONE      |Manifest: NOSIGNATURE         cloth-config-forge-11.1.106.jar                   |Cloth Config v10 API          |cloth_config                  |11.1.106            |DONE      |Manifest: NOSIGNATURE         forge-1.20.1-47.4.0-universal.jar                 |Forge                         |forge                         |47.4.0              |DONE      |Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90         moderntrainparts-0.1.7-forge-mc1.20.1-cr0.5.1.f.ja|Modern Train Parts            |moderntrainparts              |0.1.7-forge-mc1.20.1|DONE      |Manifest: NOSIGNATURE         create_connected-0.8.2-mc1.20.1-all.jar           |Create: Connected             |create_connected              |0.8.2-mc1.20.1      |DONE      |Manifest: NOSIGNATURE         tectonic-forge-1.20.1-2.4.1.jar                   |Tectonic                      |tectonic                      |2.4.1               |DONE      |Manifest: NOSIGNATURE         client-1.20.1-20230612.114412-srg.jar             |Minecraft                     |minecraft                     |1.20.1              |DONE      |Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         vs_hyperdrive-1.0.2-forge-1.20.1.jar              |VS Hyperdrive                 |vs_hyperdrive                 |1.0.2               |DONE      |Manifest: NOSIGNATURE         FarmersDelight-1.20.1-1.2.8.jar                   |Farmer's Delight              |farmersdelight                |1.20.1-1.2.8        |DONE      |Manifest: NOSIGNATURE         TerraBlender-forge-1.20.1-3.0.1.10.jar            |TerraBlender                  |terrablender                  |3.0.1.10            |DONE      |Manifest: NOSIGNATURE         BiomesOPlenty-forge-1.20.1-19.0.0.96.jar          |Biomes O' Plenty              |biomesoplenty                 |19.0.0.96           |DONE      |Manifest: NOSIGNATURE         mixinsquared-forge-0.2.0-beta.6.jar               |MixinSquared                  |mixinsquared                  |0.2.0-beta.6        |DONE      |Manifest: NOSIGNATURE         Jade-1.20.1-Forge-11.13.1.jar                     |Jade                          |jade                          |11.13.1+forge       |DONE      |Manifest: NOSIGNATURE         Philips-Ruins1.20.1-5.5.jar                       |Philips Ruins                 |philipsruins                  |5.5                 |DONE      |Manifest: NOSIGNATURE         kffmod-4.11.0.jar                                 |Kotlin For Forge              |kotlinforforge                |4.11.0              |DONE      |Manifest: NOSIGNATURE         easy-villagers-forge-1.20.1-1.1.33.jar            |Easy Villagers                |easy_villagers                |1.20.1-1.1.33       |DONE      |Manifest: NOSIGNATURE         curios-forge-5.14.1+1.20.1.jar                    |Curios API                    |curios                        |5.14.1+1.20.1       |DONE      |Manifest: NOSIGNATURE         Mekanism-1.20.1-10.4.16.80.jar                    |Mekanism                      |mekanism                      |10.4.16             |DONE      |Manifest: NOSIGNATURE         MekanismWeapons-1.20.1-2.5.jar                    |Mekanism: Weapons             |mekaweapons                   |2.5                 |DONE      |Manifest: NOSIGNATURE         MekanismGenerators-1.20.1-10.4.16.80.jar          |Mekanism: Generators          |mekanismgenerators            |10.4.16             |DONE      |Manifest: NOSIGNATURE         flywheel-forge-1.20.1-0.6.11-13.jar               |Flywheel                      |flywheel                      |0.6.11-13           |DONE      |Manifest: NOSIGNATURE         create-1.20.1-0.5.1.j.jar                         |Create                        |create                        |0.5.1.j             |DONE      |Manifest: NOSIGNATURE         Xaeros_Minimap_25.2.6_Forge_1.20.jar              |Xaero's Minimap               |xaerominimap                  |25.2.6              |DONE      |Manifest: NOSIGNATURE         irons_spellbooks-1.20.1-3.4.0.10.jar              |Iron's Spells 'n Spellbooks   |irons_spellbooks              |1.20.1-3.4.0.10     |DONE      |Manifest: NOSIGNATURE         FramedBlocks-9.3.1.jar                            |FramedBlocks                  |framedblocks                  |9.3.1               |DONE      |Manifest: NOSIGNATURE         JustEnoughMekanismMultiblocks-1.20.1-4.10.jar     |Just Enough Mekanism Multibloc|jei_mekanism_multiblocks      |4.10                |DONE      |Manifest: NOSIGNATURE         MekanismTools-1.20.1-10.4.16.80.jar               |Mekanism: Tools               |mekanismtools                 |10.4.16             |DONE      |Manifest: NOSIGNATURE         mvs-4.1.5-1.20.jar                                |Moog's Voyager Structures     |mvs                           |4.1.5-1.20-forge    |DONE      |Manifest: NOSIGNATURE         deeperdarker-forge-1.20.1-1.3.3.jar               |Deeper and Darker             |deeperdarker                  |1.3.3               |DONE      |Manifest: NOSIGNATURE         architectury-forge-9.1.12.jar                     |Architectury                  |architectury                  |9.1.12              |DONE      |Manifest: NOSIGNATURE         valkyrien-ship-schematics-forge-0.9.jar           |Valkyrien Ship Schematics     |valkyrien_ship_schematics     |1.0                 |DONE      |Manifest: NOSIGNATURE         cc-tweaked-1.20.1-forge-1.115.0.jar               |CC: Tweaked                   |computercraft                 |1.115.0             |DONE      |Manifest: NOSIGNATURE         YungsBetterEndIsland-1.20-Forge-2.0.6.jar         |YUNG's Better End Island      |betterendisland               |1.20-Forge-2.0.6    |DONE      |Manifest: NOSIGNATURE         FallingTree-1.20.1-4.3.4.jar                      |FallingTree                   |fallingtree                   |4.3.4               |DONE      |Manifest: 3c:8e:df:6c:df:a6:2a:9f:af:64:ea:04:9a:cf:65:92:3b:54:93:0e:96:50:b4:52:e1:13:42:18:2b:ae:40:29         valkyrienskies-120-2.3.0-beta.9.jar               |Valkyrien Skies 2             |valkyrienskies                |2.3.0-beta.9        |DONE      |Manifest: NOSIGNATURE         tournament-1.20.1-forge-1.1.0_beta-5.3+af35b3821f.|VS Tournament Mod             |vs_tournament                 |1.1.0_beta-5.3+af35b|DONE      |Manifest: NOSIGNATURE         eureka-1201-1.5.1-beta.3.jar                      |VS Eureka Mod                 |vs_eureka                     |1.5.1-beta.3        |DONE      |Manifest: NOSIGNATURE         cc_vs-1.20.1-forge-0.2.2.jar                      |CC: VS                        |cc_vs                         |1.20.1-forge-0.2.2  |DONE      |Manifest: NOSIGNATURE         createaddition-1.20.1-1.2.4e.jar                  |Create Crafts & Additions     |createaddition                |1.20.1-1.2.4e       |DONE      |Manifest: NOSIGNATURE         Essential (forge_1.20.1).jar                      |Essential                     |essential                     |1.3.9               |DONE      |Manifest: NOSIGNATURE     Crash Report UUID: 7710b37a-7c06-46bb-85d5-61368b6341d3     FML: 47.4     Forge: net.minecraftforge:47.4.0     Flywheel Backend: GL33 Instanced Arrays
    • I am Playing on a server with my friends, but for some reason there are a few random chunks that where if I go into them, all the visuals stop. The game runs in the background but I can only see the last frame I was on before the freeze. If I tab out of the game, it flashes fastly between a snapshot of the forge loading screen and a black screen. Here is my log. Is there any way to fix this?  https://mclo.gs/lXTTXMv
    • The crash directly points to an issue with Immersive Portals - start with removing this mod first
    • Make a test without crittersandcompanions
    • Ended up figuring it out. I had to delete the cache folder in C:\Users\<User>\.gradle\.
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